
By Patricia C. Wrede
ISBN-10: 145323361X
ISBN-13: 9781453233610
Drinn isn't a secure position to be a witch. Ranira understands that larger than such a lot, for while she was once only a baby, the temple guards burned her mom and dad on the stake for practising magic.
Now an indentured servant for a brutal innkeeper, she lives on a daily basis with the disgrace of her parents’ alleged crime. there's no worse time to go to Drinn than in the course of the Midwinter competition, whilst the town gates are sealed in order that no outsider can witness the temple’s mystery rituals. And at Ranira’s resort, 3 site visitors have overstayed their welcome.
Attempting to guard Ranira from her master’s cruelty, the 3 show their magical powers and allure the eye of the temple guards. Now, to save lots of her new acquaintances from definite demise, Ranira needs to unharness the ability that expense her mom and dad their lives.
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Additional resources for Daughter of Witches (Lyra, Book 2)
Sample text
These three Ancients and their associated runes and colors trump each other in a r ock-paper-scissors mechanic, which players manipulate by imbuing weapons and protective spells with a particular color of magic designed to overcome monsters of the opposed (and weaker) color. Spells in Eternal Darkness are philosophical propositions with narrative context and magical force: for example, Xel’otath’s green rune trumps Ulyaoth’s blue rune because the dissolution of sanity erodes the mind. If the enemy chooses the Xel’otath rune on a given playthrough, then a cutscene shows Chattur’gha defeating Xel’otath, since in the game a healthy body can ultimately overcome the subtleties of sanity.
Because puzzles entail deciphering and manipulation of symbols, puzzles map naturally onto magic understood as the configuration of symbolic correspondences. If the symbols that players re-configure in a puzzle are metaphysically charged, then the manipulations of the puzzle can have metaphysical significance. One fictional example of a metaphysically significant p uzzle is the Lament Configuration, which recurs throughout the extended Hellraiser mythos. The Lament Configuration is an elaborate puzzle box that can be re-configured in many patterns, one of which opens a gateway to another hellish dimension.
Koster argues that games aspiring to the condition of art would be ambiguous puzzles that “lend themselves to interpretation” and t herefore have multiple solutions (147). Espen Aarseth in Cybertext distinguishes between the configurative function by which a player interacts with a game, re-arranging and configuring its elements, and the interpretative function, by which a reader imaginatively transforms a text (64). As I argue in Quests, the interpretative and configurative functions can be bridged if the re-arrangements that the player makes also have meaning and significance (xiv).
Daughter of Witches (Lyra, Book 2) by Patricia C. Wrede
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